Please use this identifier to cite or link to this item: http://hdl.handle.net/11328/4385
Title: Using exergames to promote healthy habits in schools
Authors: Gómez del Río, Nazaret
González-González, Carina S.
Barrios Fleitas, Yeray
Toledo-Delgado, Pedro A.
García-Peñalvo, Francisco J.
Moreira, Fernando
Keywords: Exergames
Healthy habits
Gamification
Childhood obesity
Issue Date: 1-Jun-2022
Publisher: Springer, Cham
Citation: Gómez del Río, N., González-González, C. S., Barrios Fleitas, Y., Toledo-Delgado, P. A., García-Peñalvo, F. J., & Moreira, F. (2022). Using exergames to promote healthy habits in schools. In T. T. Primo, A. S. Gomes, F. Moreira, & C. Collazos (Eds.), Advanced Virtual Environments and Education. WAVE 2021. Communications in Computer and Information Science, (vol. 1425, pp. 134-146). Springer, Cham. https://doi.org/10.1007/978-3-031-07018-1_11. Repositório Institucional UPT. http://hdl.handle.net/11328/4385
Abstract: Educating children in healthy lifestyle habits is one of the most effective ways to prevent future diseases such as obesity and improve their health. This chapter presents an educational intervention project to promote healthy lifestyle habits using active video games and gamified activities as a motivational tool towards healthier habits. In particular, we describe the workshops carried out in different primary schools using an active video game called TANGO:H and other gamified tools. The results of these workshops have shown a very high satisfaction with the intervention itself and the active video game.
URI: http://hdl.handle.net/11328/4385
ISBN: 978-3-031-07017-4 (Print)
978-3-031-07018-1 (Online)
Appears in Collections:REMIT - Publicações em Livros de Atas Internacionais / Papers in International Proceedings

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